[Mesa-dev] [PATCH 3/5] glsl: Add gl_MESACurrentAttrib{Vert, Frag} internal builtin uniforms.

Marek Olšák maraeo at gmail.com
Thu Oct 6 15:53:14 PDT 2011


On Thu, Oct 6, 2011 at 11:41 PM, Ian Romanick <idr at freedesktop.org> wrote:
> On 10/06/2011 02:11 PM, Marek Olšák wrote:
>>
>> If I get this right... Why not use a vertex array with stride == 0
>> instead?
>
> In the GL API, stride == 0 is a magic value that tells the GL implementation
> to figure out what the stride should be.  As far as I know, most hardware
> can't do true zero-stride arrays.

Now I am surprised. Really? What hardware? Gallium uses zero-stride
arrays by default and doesn't do any fallbacks. And everybody's happy.
All I am saying is that I don't like the dependency between vertex
arrays and shaders and its constant buffers, which is *a lot* of
states to update after a client state change, don't you think?

Marek


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